PxConvexFlag

Defined in include/cooking/PxConvexMeshDesc.h

struct PxConvexFlag

Flags which describe the format and behavior of a convex mesh.

Public Types

enum Enum

Values:

enumerator e16_BIT_INDICES

Denotes the use of 16-bit vertex indices in PxConvexMeshDesc::triangles or PxConvexMeshDesc::polygons.

(otherwise, 32-bit indices are assumed)

enumerator eCOMPUTE_CONVEX

Automatically recomputes the hull from the vertices.

If this flag is not set, you must provide the entire geometry manually.

Note

There are two different algorithms for hull computation, please see PxConvexMeshCookingType.

enumerator eCHECK_ZERO_AREA_TRIANGLES

Checks and removes almost zero-area triangles during convex hull computation.

The rejected area size is specified in PxCookingParams::areaTestEpsilon

Note

This flag is only used in combination with eCOMPUTE_CONVEX.

enumerator eQUANTIZE_INPUT

Quantizes the input vertices using the k-means clustering.

enumerator eDISABLE_MESH_VALIDATION

Disables the convex mesh validation to speed-up hull creation.

Please use separate validation function in checked/debug builds. Creating a convex mesh with invalid input data without prior validation may result in undefined behavior.

enumerator ePLANE_SHIFTING

Enables plane shifting vertex limit algorithm.

Plane shifting is an alternative algorithm for the case when the computed hull has more vertices than the specified vertex limit.

The default algorithm computes the full hull, and an OBB around the input vertices. This OBB is then sliced with the hull planes until the vertex limit is reached.The default algorithm requires the vertex limit to be set to at least 8, and typically produces results that are much better quality than are produced by plane shifting.

When plane shifting is enabled, the hull computation stops when vertex limit is reached. The hull planes are then shifted to contain all input vertices, and the new plane intersection points are then used to generate the final hull with the given vertex limit.Plane shifting may produce sharp edges to vertices very far away from the input cloud, and does not guarantee that all input vertices are inside the resulting hull.However, it can be used with a vertex limit as low as 4.

enumerator eFAST_INERTIA_COMPUTATION

Inertia tensor computation is faster using SIMD code, but the precision is lower, which may result in incorrect inertia for very thin hulls.

enumerator eGPU_COMPATIBLE

Convex hulls are created with respect to GPU simulation limitations.

Vertex limit is set to 64 and vertex limit per face is internally set to 32.

Note

Can be used only with eCOMPUTE_CONVEX flag.

enumerator eSHIFT_VERTICES

Convex hull input vertices are shifted to be around origin to provide better computation stability.

It is recommended to provide input vertices around the origin, otherwise use this flag to improve numerical stability.

Note

Is used only with eCOMPUTE_CONVEX flag.